This partial quote completely changes what he actually says:
"APIs come and go. Once you support more than one, it's pretty easy to support a dozen–assuming there is parity in the hardware features, and assuming you don't have to rewrite your shaders in an entirely different language"
Now, it does not change the final calculus re: Mantle, because Mantle specifically uses the same shader language for this exact purpose. Further, GCN is in the consoles giving parity on the GPU hardware level as well. That's why Mantle is uniquely situated as a good first push into a re-architected games/graphics API.
The real fear is that there WONT BE parity in the hardware. nVidia might go the integrated processor on GPU route, PS3 uses the SPU array, WiiU and Xbox One to a much lesser extent uses a plethora of fixed function hardware. This is the reason that DirectX requires certain hardware features, and why graphics cards will be DX11 capable or not (for example). The biggest market chunk you can lump together as using more-or-less the same hardware is now Xbox One/PC/PS4, and excludes the Wii, WiiU, Xbox360, PS3 and importantly the mobile market. The situation no longer exists where there is one single powerful player who can dictate the API by reason of massive marketshare (i.e. MS). AMD's market share here is fairly substantial but its no 90+% like the hayday of Windows. I think it will result eventually in all relevant APIs moving closer to the hardware rather than any one "winning"
Regarding this latest patch to BF4, I think we can see there are some time to market benefits of giving the control (and responsibility) of more tasks to the game developer. The game dev does not have to ensure that a driver will work across hundreds of games, just one. Thus we see a bi-weekly patch encompassing some functionality that used to be confined to monthly or longer driver patches